Air Elemental, Greater (CR 9)
AC 27, touch 21; flat-footed 14 (+12 dex, +1 dodge, +6 natural, -2 size)
hp 127 (13d10+52)
Fort +12, Ref +20, Will +6
Defensive Abilities Air Mastery; DR 10/-; Immune Wind, elemental traits; Strong Earth
Speed Fly 100 ft. (perfect)
Melee 2 Slams +23 (2d8+7 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Wing, Whirlwind (DC 23, 10-60 ft.), Zephyr Arrow
Spells Known (SC CL 13th, Concentration +16)
Str 24, Dex 35, Con 18, Int 17, Wis 11, Cha 4
Base Atk +13; CMB +22; CMD 45
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Power Attack, Weapon Finesse
* Bonus feat
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (Planes) +16, Perception +16, Stealth +15
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Breath Wing (Su)
Once every 1d4 rounds, an air elemental can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.- cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save (DC 19) for half damage. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Zephyr Arrow (Su)
An air elemental shoots out a green arrow towards her opponent within 60 ft. The air elemental must makes a ranged touch attack (+25), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft. (Fortitude save DC 19 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).